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Ranged AD: Breakdown and Analysis
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Choose Champion Build:
Spells:
Heal
Flash
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Updates
4/18/12~Ezreal Guide added.
Everyweek(or so), I'll be adding a new in depth guide for a character. Look forward to it. ^ ^

Hey guys, Ezrea1(or TerraAquaVen) here, I'm back with another guide after like....a year. This time I bring you guys pretty much a general guide on ADs, what is AD, and how to carry your game as AD. I'm here with this guide because people in pub who play ADs are like all "OH EVERYONE GETS MANAMUNE ON MF" or **** like "ON HIT KOG IS GOOD". No people don't do that and it's bad....L2P AD right.
THE ONE UNORTHODOX AD IN THIS GUIDE IS


An AD carry is usually a ranged character that relies on their auto attack a whole lot on top of their abilities(they have abilities, but their autoattacks are STRONGER). They usually go bot lane with a support character. ADs are usually not as strong early game and require a whole boatload of farming to transition into late game where they stand in a safe place and right click to carry their team into victory.
PROS
-relatively easy to play in most cases(right click and win)
-does high damage with auto attack at high range
-"carry" your team to victory
CONS
-requires farming. LOTS. of farming.
-squishy
-extremely position reliant
-item dependent

-relatively easy to play in most cases(right click and win)
-does high damage with auto attack at high range
-"carry" your team to victory

-requires farming. LOTS. of farming.
-squishy
-extremely position reliant
-item dependent
Pick AD when you:
-are 1st/2nd/3rd pick in Ranked or Draft Mode(picking AD/support/jungle early prevents enemy team from counterpicking your solos)
-are smart/good at mechanics like positioning
-want to carry(and trusts mid and top to not feed)
-is inherently good at last hitting and positioning
-are 1st/2nd/3rd pick in Ranked or Draft Mode(picking AD/support/jungle early prevents enemy team from counterpicking your solos)
-are smart/good at mechanics like positioning
-want to carry(and trusts mid and top to not feed)
-is inherently good at last hitting and positioning
I've listed the most commonly seen 10 AD carries(the ONLY 10...I think o.O) along with some slightly varied builds. Each AD is valued for different things, some are good at one thing, some are good at others, here are some examples:
Late game Monsters
-highest late game damage with
Silver Bolts without buying armor shred
~ lategame highest range with
Bio-Arcane Barrage active as well as hp% based damage. Can self peel with
Void Ooze. Siege with
Living Artillery. very terror.
-
Rapid Fire strongest auto attack steroid
- by far the most underrated of all ADs.Her late game is monster as she can initiate, kite, and scout. But also by far the hardest to play due to her ult's clutch-ness and her need for superior positioning.
Safe Lanes
-highest natural auto attack range.
Yordle Snap Trap+
90 Caliber Net=don't waste your time ganking. Traps also provides great zoning tool.
-
Spell Shield blocks CC and
On The Hunt can let her run very fast
-both have a built in flash skill with
Rocket Jump,
Valkyrie and
Arcane Shift making them really hard to gank on top of
Flash
KILL LANES
~these characters have strong burst damage early game to produce a kill lane, which is when you kill the opposite lane's AD repeatedly to make them lose farm and exp(and push to their turret).
Split Pusher
-all have very fast wave clears and good steroid for pushing turrets.
Global Support
-can both help team with ultimates when they're else where
Crowd Control
-something carries usually lack...the fact that they have CC with
Yordle Snap Trap or
Enchanted Crystal Arrow means that your team can control a fight a lot more effectively
Counter Meta
-both have abilities that can reduce heal with grievous wound. The current meta dictates a bot support that heals and the AD carry running heal most of the time. The fact that these 2 characters can reduce heal means that they can win hard engages in lane and prevent key enemy characters from being saved in teamfights.
Late game Monsters









Safe Lanes













KILL LANES




Split Pusher




Global Support


Crowd Control




Counter Meta


Tier One
-used to reposition, escape, and RARELY flash to kill(leaves you without escapes a lot). not much else to say. THE MOST commonly used SS.
-keeping carry alive is key to winning late game. Take to heal bait, heal and run, or heal whole team in teamfight.
-take when in draft mode or ranked and you can see enemy team with lots of CC. can cleanse
Ignite and
Exhaust
-good for 1v1 or lane hard engages and for disabling enemy carries late game. nowadays more commonly taken on supports so carries can take
Heal.
Tier Two
-used to net you kills early game, reduces healing, but scales out late game. Take this if you plan on making bot a kill lane.
-not too much use since most of the time you'll be hanging around bot lane(where most of the action is early and mid game). take if you KNOW you'll end up split pushing.
-not taken much since the
Flash rage started.
Flash+
Ghost is great for staying alive if enemy team is looking to kill you.
Tier Three
everything else that I'm too lazy to write. They either have way too long cooldown or isn't useful enough to consider.







Tier Two






Tier Three
everything else that I'm too lazy to write. They either have way too long cooldown or isn't useful enough to consider.
I usually don't really stress runes because I think personal player skill is more important but runes are there for you to have a stronger early game so you bring out a stronger mid/late game.
Flat AD
~with the addition of the 10% armor pen mastery running flat ADs now pans out better in the long run. Helps last hit. Great for early high damage.
Lifesteal
~ Great when you have a non-healer support like
Nunu & Willump.
Flat Armor
~ Helps out in early game trades against enemy AD and creep aggro.
MRES/lvl
~ Scales into /midlate game against mages with CC.
MP5/lvl
~ if you are running a mana hungry champ and you don't need armor because you have a
Taric or something.
Armor Pen
greater mark of desolation ~ lost popularity after new 10% ArPen mastery. Run this if you don't have Flat AD. better than nothing but doesn't scale as well overall.
Flat AD


Lifesteal


Flat Armor

MRES/lvl

MP5/lvl


Armor Pen
greater mark of desolation ~ lost popularity after new 10% ArPen mastery. Run this if you don't have Flat AD. better than nothing but doesn't scale as well overall.
This is why people in pub are terror. They don't know how to build AD. They think
Manamune or
Madred's Bloodrazor is an AD item or gonna help them do damage.
KEY NOTE*
...with that said, the most standard build you'll often see is
+
x3+
x2+
+
+
+
+
+
+
if you build like this for AD you'll almost never go wrong. Why is this build so powerful and why do most high elo players build like this with very minimal deviation? let's break this down.
+
x3
This build is currently the most popular start. WHY? Because boots helps you move around easier in lane(ADs tend to have slower base MS) and dodge skills, avoid ganks, and make plays(MAKE DA BIG PLAYS MENG!).
Health Potionx3 gives great sustain if you don't have a dedicated healer. I use this start whenever my support isn't
Soraka.
Great starting item. Money efficient. Gives sustain, health, and extra AD for last hitting. Profits you greatly in the long run. But it leaves you slow and slightly vulnerable. I take this when I have a
Soraka or a healer and enemy bot has
Soraka.
*If there's a soraka bot on either side and a healer on the other team, most likely going to turn into a farm fest bot.
x2 or x3+
+
This is great for the early and mid sustain that you need to transition into late game when you can deal tons of damage. Keep
Doran's Blade to the very end until you absolutely have to sell them to clear item slots.
*IMPORTANT*~The
+
+
~You want
Infinity Edge+
Phantom Dancer to be your main damage goals because they give: damage, crit, crit damage, attack speed. These stacks scale together very well and will significantly increase your output. Although sometimes you might have to deviate, this will most likely be what you want. But let's breakdown your mid game goals situationally.
Optimal Damage~get most of the times
+
Sustain~Get for shorter ranged champs(
Vayne,
Graves, they will take more hits because of their shorter range, thus the sustain) or when you plain just need sustain.
+
Objectives/Split Push/Early Dominance~For when you're so behind(you don't want to fight when you're behind, just split push farm and ninja out objectives) or just want more solid control over objectives(baron, dragon, buffs) and push turrets. This is for either you're really behind or really ahead.
x3+
+
Defensive Items~your 3rd big purchase should almost ALWAYS be a defensive item to mitigate some focus. The 3 biggest defensive items are
Quicksilver Sashvs.
Guardian Angelvs.
Banshee's Veil.
Quicksilver Sash~quick and effective. hard counters to things like
Mordekaiser's
Children of the Grave+
Ignite combo. Effective yet it does not delay your other items.
Guardian Angel~this is better when enemy is more physical damage focused than magical and there's more damage going to you than CC. Come right back to life.
*NOTE~In some cases when you feel like you do enough damage but die too fast, you might wanna get both
Quicksilver Sash and
Guardian Angel
Banshee's Veil~more expensive than QSS and people can mess with your shield. Get when you're pretty well farmed and enemy has strong initiate but no effective poke to remove your bubble.
*Tip: Spend any excess money from mid game on
Elixir of Agility. Dat **** works.
Late Game Goals
+
. Any excess money on:
+
+
+
*Note~Depending on whether enemy team builds armor or not, you can take either
Last Whisper or
Bloodthirster first. In most cases though, it's going to be
Last Whisper.


KEY NOTE*
-AD Carries are strongest late game because they scale so well
-They scale well because their role scales from the most factors: Attack Damage, Attack Speed, Crit Chance, Crit Damage, Armor Penetration.
-building upon these will give you the highest DPS with your auto attack, NOT MANAMUNE
...with that said, the most standard build you'll often see is










if you build like this for AD you'll almost never go wrong. Why is this build so powerful and why do most high elo players build like this with very minimal deviation? let's break this down.
ITEM BREAKDOWN
Start


This build is currently the most popular start. WHY? Because boots helps you move around easier in lane(ADs tend to have slower base MS) and dodge skills, avoid ganks, and make plays(MAKE DA BIG PLAYS MENG!).



Great starting item. Money efficient. Gives sustain, health, and extra AD for last hitting. Profits you greatly in the long run. But it leaves you slow and slightly vulnerable. I take this when I have a


*If there's a soraka bot on either side and a healer on the other team, most likely going to turn into a farm fest bot.
Early Goals



This is great for the early and mid sustain that you need to transition into late game when you can deal tons of damage. Keep

*IMPORTANT*~The
Doran's Bladex2(x3 if you're looking for a more solid early) is ESPECIALLY vital to sustain you and make sure you DON'T SKIP THIS. In pub games, you can often see ADs with 2x
Doran's Blade+
Berserker's Greaves bully an AD with other items out of lane because they cannot take as much damage or sustain themselves.
Mid Game Goals





Optimal Damage~get most of the times


Sustain~Get for shorter ranged champs(




Objectives/Split Push/Early Dominance~For when you're so behind(you don't want to fight when you're behind, just split push farm and ninja out objectives) or just want more solid control over objectives(baron, dragon, buffs) and push turrets. This is for either you're really behind or really ahead.



Defensive Items~your 3rd big purchase should almost ALWAYS be a defensive item to mitigate some focus. The 3 biggest defensive items are








*NOTE~In some cases when you feel like you do enough damage but die too fast, you might wanna get both



*Tip: Spend any excess money from mid game on

Late Game Goals






*Note~Depending on whether enemy team builds armor or not, you can take either



Farm/last hitting is probably the most important thing you can do to improve your damage. Minions give lots of gold and exp more than any other source(including champion kills).
Early game minions give around 20 gold per last hit which equals to around 15CS=1 Champ kill.
How CS comes out(on a none hardcore level)
Great CSing~200+ by 20 minutes
Good CSing~150+ by 20 minutes
Satisfactory CSing~100+ by 20 minutes
*Note~good ADs can easily farm out
Infinity Edge around 16 minutes.
Farming significantly outweighs losing CS trying to get kills. But if you run a kill lane, you either kill or pressure opposite lane to make them lose CS.
TL;DR~take last hits in lane, the money really adds up.
Early game minions give around 20 gold per last hit which equals to around 15CS=1 Champ kill.
How CS comes out(on a none hardcore level)
Great CSing~200+ by 20 minutes
Good CSing~150+ by 20 minutes
Satisfactory CSing~100+ by 20 minutes
*Note~good ADs can easily farm out

Farming significantly outweighs losing CS trying to get kills. But if you run a kill lane, you either kill or pressure opposite lane to make them lose CS.
TL;DR~take last hits in lane, the money really adds up.
One common problem with many players is that they don't know when they should be pushing their lane or even what pushing is. The minion wave will maintain a mostly neutral push against each other until you start auto attacking the minions or when you use an AoE clear on them. That's pushing. Freezing lane is when you just run idly around your lane and only auto attack to last hit the minions, pushing slightly when the creep wave goes near your turret.
*tip~you generally want to freeze your lane right in front of turret in earlier phases. It's safe because it's near your turret and right outside turret range means turret won't be taking your last hits.
Most of the time early game you would want to freeze lane some where safe and just farm. Unless you have a bully lane and you spot their jungler elsewhere. You also want to push out your lane when you B so that your turret doesn't take any of your farm while you're gone.
TL;DR~learn when and how to push and freeze your lane
Freeze when:
-other lane is more aggressive
-you're behind
-you're too lazy to fight
Push when:
-more than 3 members on their team is on the other side of the map
-before going back to buy
-when you have great ward coverage and you want to pressure your lane
*tip~you generally want to freeze your lane right in front of turret in earlier phases. It's safe because it's near your turret and right outside turret range means turret won't be taking your last hits.
Most of the time early game you would want to freeze lane some where safe and just farm. Unless you have a bully lane and you spot their jungler elsewhere. You also want to push out your lane when you B so that your turret doesn't take any of your farm while you're gone.
TL;DR~learn when and how to push and freeze your lane
Freeze when:
-other lane is more aggressive
-you're behind
-you're too lazy to fight
Push when:
-more than 3 members on their team is on the other side of the map
-before going back to buy
-when you have great ward coverage and you want to pressure your lane





-Strong poke
-Short cooldown jump with

-Global Ult
-Great range, poke or last hit
-Fun to play
-Awesome Dance

-High Mana cost
-Spells falls off
-High skill cap
Compliments




Counters




Pick Against


*Ezreal does mostly the same against everyone in lane. Except for champions with extremely short range like

Summoner Spells




Runes
Flat AD or ArPen+MP5/lvl or Armor+MRES/lvl+ArPen or Flat AD
Itemization
Standard DPS,


*Trinity Force Route:







Skills








Tips and Tricks
-

-


-

-

-

-if you use

-


-

-Use

-You can pull off a high damage burst combo at almost any level with



-Be careful when escaping across a jungle den with

-

-Use

-Because of the casting delay, you want to shoot

-

-Learn to use SmartCasting.
-Hit your spells. Don't miss. Please?
-/dance
-Watch Haruhi
-Don't buy





-Strongest Laner(can even still solo mid/top)
-Reduces Healing
-Good Burst
-Great AoE ult(compliments AoE team comps)
-Innate mobility
-BOOBS. BIG.

-No Built-in escape
-Slightly high mana cost
-Lackluster pulling into late game(need to force early advantage)
Compliments




Counterpicks




Pick Against



Summoner Spells



Runes
Flat AD or ArPen+Flat Armor or MP5/lvl+MRES/lvl+Flat AD or ArPen
Itemization
Standard AD route or

Skills





Tips and Tricks
-auto attack,Q, auto attack in a quick succession amounts to the damage of 3 attacks in the time of 1. BURST.
-if a target


-


-

-

-fighting in a closed space(baron or dragon pit, jungle) allows for superior positioning of

-





-

-In some late game cases, your auto attack out damage

-Don't get

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